Creating the Godzilla Look: Godzilla Concept Art

Posted: May 14, 2014 in Movies

  Even though most of the Godzilla concept art was computer generated, some of it did get assigned to traditional illustrators. 

In an interview with Steve Weintraub of Collider.com, Legendary Studios CEO Thomas Tull talked about the struggle to design Godzilla: 

A couple things including the original maquette design that wasn’t leaving, because that design, we worked on it- the two things we obsessed over was the roar and the Godzilla design.  I’ll never forget the day that Eric- because we spent I can’t tell you how many hours just listening to the roar, “No, its not quite right”, just playing with it.  The second thing was the design.  It’s actually harder than it sounds like because of the proportions, if the head’s too big or too square…and the day that in our estimation that we got it right and were excited about it, they took a 3D model and made the maquette and brought it in.  I was like, “You can leave that right there.”  So that one’s gone
Read more at http://collider.com/godzilla-pacific-rim-crossover-thomas-tull-interview/#e3uPvUuj2GJYHCcH.99
It’s actually harder than it sounds like because of the proportions, if the head’s too big or too square…and the day that in our estimation that we got it right and were excited about it, they took a 3D model and made the maquette and brought it in.  I was like, “You can leave that right there.”  So that one’s gone.
Read more at http://collider.com/godzilla-pacific-rim-crossover-thomas-tull-interview/#e3uPvUuj2GJYHCcH.99

 A couple things including the original maquette design that wasn’t leaving, because that design, we worked on it- the two things we obsessed over was the roar and the Godzilla design. I’ll never forget the day that Eric- because we spent I can’t tell you how many hours just listening to the roar, “No, its not quite right”, just playing with it. The second thing was the design. It’s actually harder than it sounds like because of the proportions, if the head’s too big or too square…and the day that in our estimation that we got it right and were excited about it, they took a 3D model and made the maquette and brought it in. I was like, “You can leave that right there.” So that one’s gone.

https://i1.wp.com/i.imgur.com/IFtDtO4.jpg

I mean literally looking at hundreds of different iterations. It made me think, not all that long ago before computer renderings you would have had somebody draw this, which would have been incredible. At least with a computer you can- I mean we did plenty of art, but you can sort of model things and look at them, but it’s the proportions that were really, really difficult. Even thinking about the tail. What’s too long? What’s too short? What’s the balance going to look like? We talked about how big his heart would have to be, how fast he would have to go and how many calories- we obsessed over things that are probably not- I’m sure my wife would be very proud of me, but yeah we just looked at all that stuff again and again.

 

Yeah, we wanted absolutely from the beginning, even before a script was written, we wanted it to be a mystery, we wanted to have things that the audience would learn along the way with our characters and things that you’d want to solve. And Godzilla showing up on screen should be a big deal, right? You want plenty of screen time, but at the same time if it just becomes ordinary then that’s a problem as well. There were just all these stores of rules of the road that we had from the beginning, and whether you want to call it a slow burn or a reveal or whatever, the key was let’s have a real plot with a real story, let’s ground it in a lot of science that will make sense and intrigue people and have them leaning forward instead of just saying, “I just got to watch Godzilla blow up a bunch of cities and not mean anything.”

 

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